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服务消费再迎重磅政策利好,哪些亮点值得关注
Di Yi Cai Jing· 2026-01-30 07:58
交通、家政、网络视听、旅居、汽车后市场、入境消费、体育赛事服务、情绪式体验式服务等 为优化和扩大服务供给,促进服务消费提质惠民,国务院办公厅印发《加快培育服务消费新增长点工作 方案》(下称《方案》),从激发重点领域发展活力、培育潜力领域发展动能、加强支持保障三方面提 出12条政策举措。 方案明确了交通、家政、网络视听、旅居、汽车后市场、入境消费、演出服务、体育赛事服务、情绪式 体验式服务等重点服务消费领域。 国务院发展研究中心市场经济研究所二级研究员王微表示,服务消费的扩大和持续升级,能够更好地促 进我们国家服务业优质高效发展,同时也能够更好地促进就业稳定和居民收入增加,实现从就业、收入 到消费的良性循环。 王微表示,"十五五"期间,服务消费的增长速度仍然会超过商品消费的增长速度。服务消费自身的结构 也会不断调整、升级和优化,特别是以文化、教育、体育、健康、出行等一些新兴消费领域为代表的服 务消费,会得到快速增长,成为拉动服务消费非常重要的内在动力。 激发重点领域发展活力 随着人民生活水平提升,居民消费正从商品消费为主向商品和服务消费并重转变,服务消费潜力不断释 放。2025年服务零售额比上年增长5.5%,快 ...
每一朵繁花都曾奋力开放
Sou Hu Cai Jing· 2025-12-29 23:20
Core Insights - The article reflects on the economic developments in Henan province, highlighting the stories of individuals and businesses that contribute to the region's economic narrative in 2025 [28][29]. - It emphasizes the importance of personal experiences and sentiments over macroeconomic data, focusing on how people perceive their industries and livelihoods [29][30]. Group 1: Economic Developments - The "New Henan Business" is noted for its exploration in commerce, showcasing resilience in foreign trade and the rise of local supermarkets [28]. - The popularity of "micro-dramas" is discussed, indicating a shift in consumer behavior and emotional spending among the youth [28]. - The "performing arts economy" is highlighted as a catalyst for urban vitality, suggesting a growing intersection between culture and commerce [28]. Group 2: Personal Experiences - The article seeks to capture the real-life experiences of individuals in various industries, asking them about their feelings regarding the economic climate [29]. - Responses reveal a mix of confusion and determination, showcasing the diverse challenges and opportunities faced by different sectors [29]. - The narrative aims to humanize economic data by focusing on the daily lives and aspirations of people in Henan [29][30].
广博股份:持续丰富IP趣玩食品产品矩阵与消费场景
Zhong Zheng Wang· 2025-12-23 02:04
Core Insights - The company is focusing on expanding its product categories, particularly in card games, plush toys, and food-related products, with a goal to achieve significant progress by 2025 [1][4] Group 1: Brand Experience Store and Flash Events - The company opened its first brand experience store in Shanghai, featuring interactive areas to enhance consumer engagement and showcasing a variety of products [2][3] - A Christmas-themed flash event is scheduled to start on December 12, featuring new products from popular IPs, further enhancing brand visibility and consumer interaction [2][3] - The strategy of combining brand experience stores with flash events aims to transition from traditional stationery to cultural and trendy toys, targeting a younger demographic and collecting consumer feedback [3] Group 2: IP-Driven Food Products - The company has launched a food product series in collaboration with the popular IP "Detective Conan," achieving positive market responses through innovative product forms [4] - Future plans include focusing on Gen Z consumer demands, exploring high-quality global IP resources, and enhancing the food supply chain for product development [4] - The company aims to create immersive consumption experiences by integrating fun and collectible aspects into its food products, thereby enriching its product matrix [4]
广博股份(002103) - 002103广博股份投资者关系管理信息20251215
2025-12-15 08:26
Group 1: Company Overview and Activities - Guangbo Group Co., Ltd. held an investor activity on December 15, 2025, at their company location, attended by representatives from Huayuan Securities, Xibu Lide, and Ningyin Wealth Management [2]. - The company launched its brand experience store, "潮玩先锋," in Shanghai on November 28, 2025, featuring various interactive areas and products, marking a significant upgrade in brand experience and operational depth [3]. Group 2: Marketing Strategies - The company organized a "Christmas-themed pop-up event" starting December 12, 2025, at Shanghai Jing'an Joy City, showcasing new products from popular IPs such as "Persona," "Hunter x Hunter," and others [4]. - Guangbo's marketing strategy includes leveraging social media platforms like Xiaohongshu to continuously release product information and brand activities, creating an integrated online and offline marketing matrix [4]. Group 3: Product Development and Future Plans - The company is developing an "IP Fun Food" series in collaboration with the popular IP "Detective Conan," which has received positive market feedback due to its innovative combination of food and collectibles [5]. - Future plans involve focusing on Gen Z consumer demands, optimizing the food supply chain, and enhancing product design and interactive features to create immersive consumption experiences [6]. - In 2025, Guangbo is prioritizing the development of new categories, including cards, plush toys, and food products, with successful launches of collectible cards based on the "Zhu Xian" IP [6].
3000亿谷子经济时代来临,吃谷妹的肾还够用吗
创业邦· 2025-10-21 10:37
Core Viewpoint - The article discusses the rapid growth of the "谷子经济" (Guzi economy) driven by game IP collaborations, highlighting the unique consumer behavior and language within the community, as well as the challenges faced by group leaders in managing purchases and expectations [6][25][26]. Group 1: Guzi Economy Growth - The Guzi economy is projected to reach a market size of 168.9 billion RMB in 2024, with expectations to exceed 300 billion RMB by 2029 [26]. - Despite the growth in data, the increase in revenue is slowing down, indicating a saturation point in the market as collaborations become more frequent [27]. - The phenomenon of "联名" (collaboration) has led to a situation where various products are being marketed under game IPs, but the actual engagement with the games themselves is not translating into increased spending on the games [28][29]. Group 2: Consumer Behavior and Community Dynamics - The community has developed its own language and culture, making it difficult for outsiders to understand the dynamics, which includes terms like "妈咪" and "团咪" [6]. - Many consumers, referred to as "吃谷妹" (Guzi consumers), show limited interest in the games themselves, often preferring physical merchandise over in-game purchases [30][33]. - The article highlights a disconnect between the enthusiasm for physical products and the willingness to spend on the games, with many consumers opting for low-cost purchases in-game [30][33]. Group 3: Challenges for Group Leaders - Group leaders face significant challenges in managing group purchases, including dealing with last-minute cancellations and the pressure to ensure successful group buys [19][24]. - The responsibilities of group leaders can become burdensome, often leading to a situation where they are financially strained rather than profiting from their roles [23][24]. - The article notes that the increasing frequency of collaborations has made consumers more discerning, leading to potential backlash against companies if collaborations do not meet expectations [37].
杰森娱乐创始人林俊:以热爱为帆,铸就走向世界的中国文创品牌
财富FORTUNE· 2025-09-05 13:09
Core Insights - The article highlights the recognition of Lin Junrong, founder and chairman of Jason Entertainment Group, as one of the "40 Under 40 Most Promising Business Elites in China" by Fortune China, reflecting the potential of the Chinese cultural and creative industry, particularly the "Guzhuan" (anime peripheral enthusiasts) market [1][4] - According to iResearch's report, the domestic "Guzhuan" market is projected to exceed 60 billion yuan in 2024, with a compound annual growth rate of 28%, positioning Jason Entertainment as a significant player in this emerging market [1] Company Overview - Jason Entertainment is a comprehensive cultural and entertainment group that operates in IP copyright management, film and animation content investment, and the design, development, and sales of IP derivatives, with a global business footprint [1] - The company has grown from a small team of 4 in 2019 to over 600 employees, securing the second-largest market share in the "Guzhuan" sector [1][6] Business Strategy - The company focuses on creating emotionally resonant products, guided by the brand philosophy of "passion ignited from the heart," and has attracted a team of like-minded young creative talents [1] - The core revenue driver is the card business, which contributes over 60% of total revenue, with successful product launches like the collectible card series based on popular IPs such as "Douluo Dalu" and "Nezha" [1][6] Market Expansion - Jason Entertainment has successfully leveraged live-streaming e-commerce, particularly through the innovative "card unpacking" format, which has significantly increased user engagement and sales [10][11] - The company has established both online and offline channels, with plans to expand its physical store presence across 30 cities in China, aiming for annual sales to exceed 1 billion yuan [11] Cultural Integration - The company emphasizes the cultural value of its products, integrating traditional Chinese craftsmanship with modern design, and aims to tell Chinese stories through its card products [12][13] - Notable products include collectible cards that incorporate traditional cultural elements and modern technology, enhancing their appeal both domestically and internationally [13][15]
竞争加剧晨光文具业绩承压,拥抱二次元零售大店业务营收增长
Nan Fang Du Shi Bao· 2025-08-28 05:59
Core Insights - The company reported a revenue of 10.808 billion yuan for the first half of 2025, a decrease of 2.19% year-on-year, and a net profit attributable to shareholders of 557 million yuan, down 11.97% year-on-year [1][2][3] - The traditional core business, which includes writing tools and student stationery, faced significant challenges, with revenue of 4.026 billion yuan, a decline of 7.18% year-on-year [1][3] - The company is adapting to changes in consumer preferences by embracing collaborations with popular IPs and focusing on emotional value in its products [4][6] Financial Performance - Total revenue for the first half of 2025 was 10.808 billion yuan, compared to 11.051 billion yuan in the same period last year, reflecting a decrease of 2.19% [2] - The total profit for the period was 726.6 million yuan, down 11.70% from 822.9 million yuan year-on-year [2] - The net profit attributable to shareholders decreased to 557.2 million yuan, down 11.97% from 632.9 million yuan [2] - The net cash flow from operating activities was 654.1 million yuan, a decline of 10.88% year-on-year [2] Business Strategy - The company is shifting its strategy from being a "functional provider" to an "emotional value provider," targeting younger consumers who seek emotional connections through products [4][6] - New retail store formats, such as Jiuwu Zawush and Chenguang Life Hall, have shown growth, with a combined revenue of 779 million yuan, up 6.98% year-on-year [1][6] - Jiuwu Zawush generated 756 million yuan in revenue, reflecting a growth of 9.48% [6] Industry Context - The overall revenue of the educational and office supplies manufacturing industry is projected to decline by 1.6% in 2024, influenced by product homogenization and intense price competition [3] - The company faces challenges from changing consumer demographics, with a focus on personalized products driven by younger generations [3]
【时尚经济】 情绪价值的经济价值
Zheng Quan Shi Bao· 2025-08-04 18:39
Core Insights - The article discusses the significance of emotional value in branding and consumer relationships, emphasizing that understanding consumer psychology is crucial for brands to thrive in a competitive market [1][2][4]. Group 1: Emotional Value and Consumer Behavior - Emotional value translates into economic value as consumers are willing to pay a premium for positive emotional experiences associated with brands [2]. - Brand premium is explained through emotional value, where consumers expect emotional satisfaction and are willing to pay for it, reflecting their identity and values [2]. - Examples of brands like Labubu demonstrate how emotional value can lead to significant market prices, with blind boxes being sold for thousands, showcasing the strong monetization potential of emotional value in consumer markets [2]. Group 2: Experience-Driven Consumption - The shift from material consumption to experience consumption is highlighted, particularly in Japan, where consumers seek emotional fulfillment through unique experiences [3]. - Japanese agricultural marketing strategies focus on providing consumers with experiences, such as fruit picking and farm visits, which enhance emotional connections to products [3]. - Social media amplifies the influence of emotional value, with seemingly trivial products gaining popularity as emotional outlets for consumers [3][4]. Group 3: Emerging Trends in Emotional Consumption - The rise of products that provide immediate emotional relief, such as stress-relief toys, indicates a growing market for emotional consumption [4]. - The popularity of niche products, like "谷子" merchandise, reflects the vast potential of the emotional consumption market as it transitions from niche to mainstream [4]. - Emotional value is reshaping consumer values, allowing for spiritual satisfaction beyond material needs, and presenting new business opportunities for companies [4].
22岁的ChinaJoy变大型“吃谷现场”, 国产IP要打造“中国万代”
3 6 Ke· 2025-08-03 09:04
Core Insights - The "Guzi Economy" has emerged as a cultural phenomenon among Generation Z, transcending its origins in the anime and gaming communities to become a significant market force [1][3] - The market size of the "Guzi Economy" in China reached 168.9 billion yuan in 2024, with projections to exceed 300 billion yuan by 2029 [1] Group 1: Generation Z Consumer Behavior - Generation Z, particularly those born in the 1990s to 2010s, is driving a consumption trend centered around emotional resonance with IPs, leading to a surge in "Guzi" product purchases [3][5] - Young consumers are willing to pay a premium for merchandise related to their favorite IPs, viewing these items as social currency [3][5] - Events like ChinaJoy showcase the strong engagement of fans, with attendees often spending over a thousand yuan on merchandise [1][3] Group 2: IP Innovation and Market Strategies - The industry is focusing on how to transition IPs from content to products, with various strategies being explored, including crowdfunding and cross-industry collaborations [8][9] - Successful examples include the use of crowdfunding platforms to gauge emotional engagement and validate market demand before large-scale production [9] - Companies like Aofei Entertainment are leveraging user-generated content and community engagement to enhance the emotional connection between consumers and IPs [5][10] Group 3: Future Trends and Ecosystem Development - The domestic IP landscape is shifting from a "follower" to a "leader" position, with an emphasis on creating a comprehensive ecosystem that integrates various consumer experiences [12][14] - The industry is exploring sustainable models, including the use of AI in character design and collaborative production approaches to enhance efficiency and creativity [14] - Balancing innovation with standardization is crucial for the "Guzi Economy" to evolve from niche markets to broader consumer acceptance [14]
一站吃喝玩乐购!首届美好生活博览会在京开幕
Bei Jing Ri Bao Ke Hu Duan· 2025-06-27 12:50
Group 1 - The first "Beautiful Life Expo" opened in Beijing, featuring over 300 companies showcasing a variety of products including specialty agricultural products, outdoor gear, electronics, and new energy vehicles [1][3] - The expo spans 15,000 square meters and offers free entry for the public, creating a vibrant marketplace atmosphere with exhibitors inviting visitors to sample food products [3][5] - Notable products include unique agricultural offerings from Beijing, such as pigeon meat and eggs, and new varieties of sweet melons, highlighting innovation in local agriculture [5][6] Group 2 - The expo also features high-tech products, including Xiaomi's first SUV model, attracting significant interest from attendees [6][8] - Interactive robots, such as humanoid robots and emotion-responsive models, are showcased, reflecting a shift in consumer preferences towards products that understand and engage with users [8] - A dedicated area for the "two-dimensional" culture attracts younger audiences, with activities including card games and gaming competitions, enhancing the overall engagement of the event [10][12]